Chimera 'Ky' Alleyson

High Poly Sculpt (Unmasked)

High Poly Sculpt (Unmasked)

High Poly Sculpt (Masked)

High Poly Sculpt (Masked)

High Poly Sculpt Turntable (Unmasked)

Topology of Mask area

Topology of Mask area

Unmasked Topology matches the Masked, allowing shape blending

Unmasked Topology matches the Masked, allowing shape blending

Shapekey & UV Change

Low-Poly Beauty Render (Unmasked)

Low-Poly Beauty Render (Unmasked)

Low-Poly Beauty Render (Masked)

Low-Poly Beauty Render (Masked)

Eevee Lighting

Chimera 'Ky' Alleyson

Chimera Alleyson, named respectively after the monstrous title people gave him as they looked at him sideways, and after the place he woke up in the world, is my Frankenstein-Inspired D&D Character.
Although most of his body and face belonged to a Satyr, much of him belongs to several different fantasy species. Created as an experiment, the scales and horn of a Kobold were grafted on to his face; the horn of a Tiefling and the surrounding skin were attached to his skull, giving him three different asymetrical horns; and his cataractous eyes belonged to a Human - and that's just 4 of the 7 species that he consists of. These bodies/past lives all have one thing in common, which is that they were all victims of a specific syndicate's violent methods. Ky had a magical mask comissioned to cover up the worst scar from this violence - half of his face showing the remnants of an horrifically violent 'curb stomp'.

I created Ky's head in Zbrush, and refined the sculpt more in Blender. I retopologised the model and UV unwrapped it before texturing it in Substance Painter. However, Ky has a form with and without a mask, and I didn't want them to be 2 separate models or seperate textures - so after retopologising the masked version, I created a shapekey that matched the shape of the unmasked sculpt. He has 2 UV maps, but only one texture set (meaning his masked cheek and unmasked cheek are both on the same image texture, across all of the PBR material's textures - diffuse/normal/roughness etc.). The faces on the UV mask that are changed in the shapekey basically just move from the part of the image that has his mask's skin to the part of the image that has red gorey flesh, while everything else stays in place.